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NWN Neverwinter Nights (NWN & NWN2) Modules Thread

rogueknight333

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Yes, that list is rather out of date now, unfortunately. However, anything made for DE should also work in EE, though there are some exceptions.
 

luj1

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Against the Cult of the Reptile God (Rich Baker)
:5/5:

This is an excellent module. Very well written and straightforward classic adventure. Puzzles were nice and dungeons usually took me a while (I took my time). Also nice traps that took advantage of the new scripting in EE. There are a ton of details to uncover. This is a very polished module with quite high density of content. Takes you from level one to around level eight. Lots of class-specific reactivity. I only encountered one spelling error (jeweler dialogue) and one minor bug which fixed itself upon reload. There are many classic DnD monsters so you also learn a lot. Crafting is just right. The final battle is epic and resembles something out of HotU. Characters are likeable and memorable such as the ferryman, and others. Lots of "human" stories too such as the dog you take with you (Fang). This is a rollercoaster deserving of the highest excellence. Definitely this module is better than entire games.
 

ERYFKRAD

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Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
You can be a melee fighter who buffs himself, regardless of whether you achieve it by being a Fighter/Wizard or whatever else. There are literally hundreds of ways to do this
This is the dumbest reductionist argument I have seen in ages. Won't be surprised if you go next to saying remove all buffs except Haste.
 

Crispy

I feel... young!
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Aaaaaaand I'm back to Swordflight again. It didn't take long to remind me how utterly ridiculous the OC is, in terms of showering you with treasure and just how... childish? it seems to play out.

The only thing I really missed was having henchmen, so I'll just grind through Chapter 2, which feels so much more like an actual adventure.
 

Lacrymas

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Pathfinder: Wrath
You can be a melee fighter who buffs himself, regardless of whether you achieve it by being a Fighter/Wizard or whatever else. There are literally hundreds of ways to do this
This is the dumbest reductionist argument I have seen in ages. Won't be surprised if you go next to saying remove all buffs except Haste.
It's really not reductionist. You can mimic what an EK offers very easily with available classes. Wizard/Champion of Torm f.e. The only reason to have classes like EK is to power creep base game ones. If EK exists, what would be to point to going Wizard/Fighter/Pale Master f.e.? You'll immediately disregard Fighter and probably Pale Master because EK gives you both spell progression AND BAB progression at the same time, making for a more powerful character overall. This is a much bigger problem than people realize. It will gut build diversity immediately if such prestige classes are added. It will also mean older modules will have to be rebalanced to take into account the new power levels characters are able to achieve. And that's not going to happen because most module authors aren't updating their old modules (like Luke Scull) or aren't working with NWN anymore at all.

EK admittedly is not the best example of power creep because it's not a good prestige class in general and ends up a bit weak in the end if you don't know what you are doing, but it's a problem if you do know what you are doing and it stifles build diversity regardless.

I'm also against prestige classes which are essentially base game classes but better. Red Wizard and Arcane Scholar from NWN2 come to mind. Their mere existence means the only viable arcane spellcaster is a Wizard/Red Wizard/Arcane Scholar and I hate that.
 

Grunker

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You're jumping all over the place. One page ago EK wasn't a balance problem at all because it was too weak, now it will gut build diversity single-handedly and cause all modules to need rebalancing. Meanwhile vanilla 40 levels of druid is up in this bitch asking what the fuck you're talking about, Jesse.

Breaking_Bad_S04E01__Box_Cutter__-_Denny%27s_Scene_0-25_screenshot.png


Talking about the "delicate balancing" of NWN core is itself revealing because it is not balanced at all. In general, the key to enjoying 3.0/3.5/Pathfinder is to realize the whole point is that it sacrifices any notion of balance in favor of diversity. With that knowledge, you can now know that to get the most out of it you have to self-regulate and find fun, interesting and flavorful combinations. This will free you of the ironically Sawyerist belief that there is somehow only one way to do system design, making you try to force the square 3.0 peg through the round balance hole.
 
Last edited:

Lacrymas

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Those two are separate issues. EK just isn't the best catch-all example because it's kinda weak. I'm saying that prestige classes that are base ones but better are a balance, design and philosophical problem. The problem specifically with EK is that you can already create what it wants to be, so it's just unnecessary bloat. However, it might lead to balance problems as well depending on how it's implemented. I.e. the dev wants to "adapt" it for NWN by making it more powerful to actually be worth using and not just be there for the LARP.

Yes, Druid is powerful and can use a nerf, but that's a total non-sequitur.
 

luj1

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In general, the key to enjoying 3.0/3.5/Pathfinder is to realize the whole point is that it sacrifices any notion of balance in favor of diversity.

Nope. This is what the Player Resource Consortium does. But not NwN. And also what the PF games tried to do, except that their classes didn't even end up being diverse. Your takes are really mind-numbingly bad, you should go back to shuffling between presets in PFKM or something.
 

Ramnozack

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Those two are separate issues. EK just isn't the best catch-all example because it's kinda weak. I'm saying that prestige classes that are base ones but better are a balance, design and philosophical problem. The problem specifically with EK is that you can already create what it wants to be, so it's just unnecessary bloat. However, it might lead to balance problems as well depending on how it's implemented. I.e. the dev wants to "adapt" it for NWN by making it more powerful to actually be worth using and not just be there for the LARP.

Yes, Druid is powerful and can use a nerf, but that's a total non-sequitur.
Seems your criteria for what basic prestige classes (and EK is extremely basic) should or shouldn't be cut is completely arbitrary. I mean going by your own logic, why have a mystic theurge when you have bard, an arcane caster that can cast healing spells, that 'emulates' what mystic theurge does in the game already. Might as well forget PRC pack even exists at this point. And I do agree that you can easily make a melee mage in this game w/o any prestige classes being added, but I don't think thats any reason to cut any of the core prestige classes.

On the topic of making a PRC redux, I think a good way to go about it is to cut everything that isn't a core prestige class, and cut all spells that aren't a part of core dnd 3.5 with the exception of spells from books that are reasonably well balanced.
 

Lacrymas

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A Bard is definitely not a stand-in for a Mystic Theurge, lol. A Bard/Cleric/Mystic Theurge is going to be pretty awesome actually. You get the fighting and song capabilities of Bard and the buffing potential of Cleric. An ultimate "melee class that can buff itself". And you don't need to spend any feats on heavy armor proficiency.
 

Ramnozack

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A Bard is definitely not a stand-in for a Mystic Theurge, lol. A Bard/Cleric/Mystic Theurge is going to be pretty awesome actually. You get the fighting and song capabilities of Bard and the buffing potential of Cleric. An ultimate "melee class that can buff itself". And you don't need to spend any feats on heavy armor proficiency.
Yeah, the same way a wizard/sorcerer isnt a stand in for an Eldritch Knight
 

Poseidon00

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A Bard is definitely not a stand-in for a Mystic Theurge, lol. A Bard/Cleric/Mystic Theurge is going to be pretty awesome actually.

I agree but the functional difference between this and an improved hybrid class like EK is absolutely zero.

Anyway, it seems there is a lot of interest in a PRC light, so I will likely do it. The only thing getting cut are the ones whose functionality is actually bad, no balance changes.

First thing I need is a list of classes that need to be cut.
 

notpl

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A Bard is definitely not a stand-in for a Mystic Theurge, lol. A Bard/Cleric/Mystic Theurge is going to be pretty awesome actually.

I agree but the functional difference between this and an improved hybrid class like EK is absolutely zero.

Anyway, it seems there is a lot of interest in a PRC light, so I will likely do it. The only thing getting cut are the ones whose functionality is actually bad, no balance changes.

First thing I need is a list of classes that need to be cut.
If this "PRC light" were more broadly compatible with modules than the existing PRC, it would completely change the game. No pressure.
 

Poseidon00

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A Bard is definitely not a stand-in for a Mystic Theurge, lol. A Bard/Cleric/Mystic Theurge is going to be pretty awesome actually.

I agree but the functional difference between this and an improved hybrid class like EK is absolutely zero.

Anyway, it seems there is a lot of interest in a PRC light, so I will likely do it. The only thing getting cut are the ones whose functionality is actually bad, no balance changes.

First thing I need is a list of classes that need to be cut.
If this "PRC light" were more broadly compatible with modules than the existing PRC, it would completely change the game. No pressure.

Earlier in the thread I gave a run down on how to make (almost) any module PRC compatible with a few simple steps. It's just a matter of selecting a number of haks from a drop-down menu.

I say almost any module because some modules with custom scripts or content are truly incompatible, but they are rare.
 

luj1

You're all shills
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Gargaune Lacrymas Luke Scull

Okay bug question

Does anyone have any idea why I don't get drops in Siege of Shadowdale EE? Playing on Steam right now (downloaded the module ingame)

What I mean is that some enemies have empty loot. But when I come back later, they have items? For example Goblin chieftain in Sinkhole didnt drop his head, I came back later and there it is? This happens with quest items and breaks the game for me

For example Zaertha doesn't drop any loot and im stuck again
 

Crispy

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I have noticed there's a delay in the appearance of "remains" after defeating enemies in the EE. Sometimes you have to wait a few seconds for the corpse to "disintegrate" then its remains fade into view. The same thing happens with chests that you bash open.
 

notpl

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A Bard is definitely not a stand-in for a Mystic Theurge, lol. A Bard/Cleric/Mystic Theurge is going to be pretty awesome actually.

I agree but the functional difference between this and an improved hybrid class like EK is absolutely zero.

Anyway, it seems there is a lot of interest in a PRC light, so I will likely do it. The only thing getting cut are the ones whose functionality is actually bad, no balance changes.

First thing I need is a list of classes that need to be cut.
If this "PRC light" were more broadly compatible with modules than the existing PRC, it would completely change the game. No pressure.

Earlier in the thread I gave a run down on how to make (almost) any module PRC compatible with a few simple steps. It's just a matter of selecting a number of haks from a drop-down menu.

I say almost any module because some modules with custom scripts or content are truly incompatible, but they are rare.
I used to try to play random modules with the PRC and the PRC-ification process invariably broke stuff. Quest triggers would fuck up and similar bugs that weren't present when I tried in a vanilla install.
 

luj1

You're all shills
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I have noticed there's a delay in the appearance of "remains" after defeating enemies in the EE. Sometimes you have to wait a few seconds for the corpse to "disintegrate" then its remains fade into view. The same thing happens with chests that you bash open.

That's normal. Happens in DE too. And used to happen even pre-DE when NwN came out 20 years ago.
 

ERYFKRAD

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Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Damn I forgot I can blitz through the OC by just creating a dude, getting 15 levels in HoTU and then dropping him back.
So I did that because I am bored and then I realize that random loot is level scaled lmao.
 

Gargaune

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Does anyone have any idea why I don't get drops in Siege of Shadowdale EE? Playing on Steam right now (downloaded the module ingame)

What I mean is that some enemies have empty loot. But when I come back later, they have items? For example Goblin chieftain in Sinkhole didnt drop his head, I came back later and there it is? This happens with quest items and breaks the game for me
Never heard of anything like this before, the only thing that sounds even remotely similar was a one-time bug in what I played of Fate of Daggerdale when a scripted dialogue check wouldn't update until a save/load.

And I've played SoS EE, albeit the Vault distribution, maybe give that a go and see. It's a long shot, I doubt that's the problem, but may be worth checking.
 

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